unreal.AnimSequence
¶
- class unreal.AnimSequence(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AnimSequenceBase
Anim Sequence
C++ Source:
Module: Engine
File: AnimSequence.h
Editor Properties: (see get_editor_property/set_editor_property)
additive_anim_type
(AdditiveAnimationType): [Read-Write] Additive Anim Type: Additive animation type. *allow_frame_stripping
(bool): [Read-Write] Allow Frame Stripping: Allow frame stripping to be performed on this animation if the platform requests it Can be disabled if animation has high frequency movements that are being lost.animation_track_names
(Array[Name]): [Read-Only] Animation Track Namesasset_import_data
(AssetImportData): [Read-Only] Asset Import Data: Importing data and options used for this meshasset_mapping_table
(AssetMappingTable): [Read-Only] Asset Mapping Table: Asset mapping table when ParentAsset is setasset_user_data
(Array[AssetUserData]): [Read-Write] Asset User Data: Array of user data stored with the assetbone_compression_settings
(AnimBoneCompressionSettings): [Read-Write] Bone Compression Settings: The bone compression settings used to compress bones in this sequence.compression_error_threshold_scale
(float): [Read-Write] Compression Error Threshold Scale: Set a scale for error threshold on compression. This is useful if the animation will be played back at a different scale (e.g. if you know the animation will be played on an actor/component that is scaled up by a factor of 10, set this value to 10)controller
(AnimationDataController): [Read-Only] Controller: UAnimDataController instance set to operate on DataModelcurve_compression_settings
(AnimCurveCompressionSettings): [Read-Write] Curve Compression Settings: The curve compression settings used to compress curves in this sequence.data_model
(AnimDataModel): [Read-Only] Data Model: UAnimDataModel instance containing source animation datado_not_override_compression
(bool): [Read-Write] Do Not Override Compression: Do not attempt to override compression scheme when running CompressAnimations commandlet. Some high frequency animations are too sensitive and shouldn’t be changed.enable_root_motion
(bool): [Read-Write] Enable Root Motion: If this is on, it will allow extracting of root motion *force_root_lock
(bool): [Read-Write] Force Root Lock: Force Root Bone Lock even if Root Motion is not enabledinterpolation
(AnimInterpolationType): [Read-Write] Interpolation: This defines how values between keys are calculated *loop
(bool): [Read-Write] Loop: The default looping behavior of this animation. Asset players can override thismeta_data
(Array[AnimMetaData]): [Read-Write] Meta Data: Meta data that can be saved with the assetYou can query by GetMetaData function
number_of_sampled_frames
(int32): [Read-Only] Number Of Sampled Framesnumber_of_sampled_keys
(int32): [Read-Only] Number Of Sampled Keysparent_asset
(AnimationAsset): [Read-Only] Parent Asset: Parent Asset, if set, you won’t be able to edit any data in here but just mapping tableDuring cooking, this data will be used to bake out to normal asset
per_bone_custom_attribute_data
(Array[CustomAttributePerBoneData]): [Read-Only] Per Bone Custom Attribute Datapreview_pose_asset
(PoseAsset): [Read-Write] Preview Pose Asset: The default skeletal mesh to use when previewing this asset - this only applies when you open Persona using this asset// todo:: note that this doesn’t retarget right nowrate_scale
(float): [Read-Write] Rate Scale: Number for tweaking playback rate of this animation globally.ref_frame_index
(int32): [Read-Write] Ref Frame Index: Additve reference frame if RefPoseType == AnimFrame *ref_pose_seq
(AnimSequence): [Read-Write] Ref Pose Seq: Additive reference animation if it’s relevant - i.e. AnimScaled or AnimFrame *ref_pose_type
(AdditiveBasePoseType): [Read-Write] Ref Pose Type: Additive refrerence pose type. Refer above enum typeresampled_animation_track_data
(Array[BoneAnimationTrack]): [Read-Only] Resampled Animation Track Dataretarget_source
(Name): [Read-Write] Retarget Source: Base pose to use when retargetingretarget_source_asset
(SkeletalMesh): [Read-Write] Retarget Source Asset: If RetargetSource is set to Default (None), this is asset for the base pose to use when retargeting. Transform data will be saved in RetargetSourceAssetReferencePose.root_motion_root_lock
(RootMotionRootLock): [Read-Write] Root Motion Root Lock: Root Bone will be locked to that position when extracting root motion.*sequence_length
(float): [Read-Only] Sequence Lengthskeleton
(Skeleton): [Read-Only] Skeleton: Pointer to the Skeleton this asset can be played on .target_frame_rate
(FrameRate): [Read-Only] Target Frame Ratethumbnail_info
(ThumbnailInfo): [Read-Only] Thumbnail Info: Information for thumbnail renderinguse_normalized_root_motion_scale
(bool): [Read-Write] Use Normalized Root Motion Scale: If this is on, it will use a normalized scale value for the root motion extracted: FVector(1.0, 1.0, 1.0) *
- add_bone_float_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None ¶
Add Bone Float Custom Attribute deprecated: AddBoneFloatCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead
- add_bone_integer_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None ¶
Add Bone Integer Custom Attribute deprecated: AddBoneIntegerCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead
- add_bone_string_custom_attribute(bone_name, attribute_name, time_keys, value_keys) None ¶
Add Bone String Custom Attribute deprecated: AddBoneStringCustomAttribute has been deprecated, use UAnimDataController::AddAttribute instead
- remove_all_custom_attributes() None ¶
Remove All Custom Attributes deprecated: RemoveAllCustomAttributes has been deprecated, use UAnimDataController::RemoveAllAttributes instead